ExperimentalGear/scripts/songselect/sortwheel.lua

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Lua
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-- IMAGES
local panelBgImage = gfx.CreateSkinImage('song_select/sort_wheel/bg.png', 0)
local activeItemBgImage = gfx.CreateSkinImage(
'song_select/sort_wheel/active_bg.png', 0)
local titleTextImage = gfx.CreateSkinImage('song_select/sort_wheel/title.png', 0)
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resx, resy = game.GetResolution()
local desw, desh = 1080, 1920;
local scale = 1;
local selection = 1;
local renderedButtonLabels = {}
local FONT_SIZE = 32;
local MARGIN = 16;
local SUB_FONT_SIZE = 26;
local SUB_MARGIN = 8;
local SORT_ORDER_LABEL_TEXTS = {
{
label = 'Title',
asc = '# to A to Z to かな to 漢字',
dsc = '漢字 to かな to Z to A to #'
},
{
label = 'Score',
asc = 'Worst to best',
dsc = 'Best to worst'
},
{
label = 'Date',
asc = 'Oldest to newest',
dsc = 'Newest to oldest'
},
{
label = 'Badge',
asc = 'None to D to S',
dsc = 'S to D to None'
},
{
label = 'Artist',
asc = '# to A to Z to かな to 漢字',
dsc = '漢字 to かな to Z to A to #'
},
{
label = 'Effector',
asc = '# to A to Z to かな to 漢字',
dsc = '漢字 to かな to Z to A to #'
},
}
function resetLayoutInformation()
resx, resy = game.GetResolution()
scale = resx / desw
end
function tableContains(table, value)
for i,v in ipairs(table) do
if v==value then return true end
end
return false;
end
function drawButton(i,f,x,y)
local spaceAfter = (FONT_SIZE + MARGIN)
local sortOrder = 'asc';
if (string.find(f, 'v')) then
sortOrder = 'dsc'
end
local label = f:gsub(' ^', '')
label = label:gsub(' v', '')
if (string.find(sorts[selection], label) and sorts[selection] ~= f) then
-- If there is a button active with the same label, but different sort order, don't render this one
return 0;
else
-- If there is no active button with this label, if one with a label was already rendered, don't render this one
if (tableContains(renderedButtonLabels, label)) then
return 0;
end
table.insert(renderedButtonLabels, label);
end
if (i == selection) then
local ascLabelText = 'Ascending'
local dscLabelText = 'Descending'
for i,obj in ipairs(SORT_ORDER_LABEL_TEXTS) do
if (obj.label == label) then
ascLabelText = obj.asc;
dscLabelText = obj.dsc;
end
end
gfx.BeginPath()
gfx.ImageRect(x-182, y-38, 365, 82, activeItemBgImage, 1, 0)
gfx.BeginPath()
if sortOrder == 'asc' then
gfx.ImageRect(x-150, y+FONT_SIZE+SUB_MARGIN*2-31, 300, 67, activeItemBgImage, 1, 0)
elseif sortOrder == 'dsc' then
gfx.ImageRect(x-150, y+FONT_SIZE+SUB_MARGIN*2+SUB_FONT_SIZE+SUB_MARGIN-31, 300, 67, activeItemBgImage, 1, 0)
end
gfx.Save()
gfx.FontSize(SUB_FONT_SIZE)
gfx.Text(ascLabelText, x, y+FONT_SIZE+SUB_MARGIN*2);
gfx.Text(dscLabelText, x, y+FONT_SIZE+SUB_MARGIN*2+SUB_FONT_SIZE+SUB_MARGIN);
gfx.Restore()
spaceAfter = spaceAfter + SUB_FONT_SIZE*2 + SUB_MARGIN*4;
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end
gfx.BeginPath();
gfx.Text(label, x, y);
return spaceAfter;
end
function render(deltaTime, shown)
if not shown then return end
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gfx.Save()
gfx.ResetTransform()
renderedButtonLabels = {};
resetLayoutInformation()
gfx.Scale(scale, scale)
-- Draw the dark overlay above song wheel
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gfx.BeginPath();
gfx.FillColor(0, 0, 0, 192);
gfx.Rect(0, 0, desw, desh);
gfx.Fill();
-- Draw the panel background
gfx.BeginPath()
gfx.ImageRect(desw - 416, 0, 416, desh, panelBgImage, 1, 0)
gfx.LoadSkinFont("Digital-Serial-Bold.ttf");
gfx.FontSize(FONT_SIZE);
gfx.FillColor(255, 255, 255, 255);
gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE);
-- Starting position of the first sort option
local x = 889;
local y = desh / 2 - -- Center point
(#sorts / 2 / 2) * (FONT_SIZE + MARGIN) - -- Space taken up by half the sort options (we remove the duplicate one)
((SUB_FONT_SIZE*2 + SUB_MARGIN*4) / 2); -- Space for taken by order options
-- Draw the title image
gfx.BeginPath()
gfx.ImageRect(x-72, y-27, 144, 54, titleTextImage, 1, 0)
y = y + (54 + MARGIN)
-- Draw all the sorting options
for i, f in ipairs(sorts) do
local spaceAfter = drawButton(i,f,x,y);
y = y + spaceAfter;
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end
gfx.Restore()
end
function set_selection(index) selection = index end